- May 21, 2014
-
-
Campbell Barton authored
-
- May 20, 2014
-
-
Bastien Montagne authored
-
Daniel Salazar authored
-
- May 17, 2014
-
-
Campbell Barton authored
-
- May 16, 2014
-
-
Bastien Montagne authored
Fix T40216: Binary FBX exporter doesn't export proper materials to Unity when there's a modifier added.
-
- May 13, 2014
-
-
Sergey Sharybin authored
-
Bastien Montagne authored
-
- May 11, 2014
-
-
Bastien Montagne authored
This is not a bug, in fact, but imho we do not need to compare exactness of values up to the 6th decimal, 4th decimal should be enough, and will avoid such cases of "over generation" of data...
-
Bastien Montagne authored
-
Bastien Montagne authored
Export: generate a valid scale value from Blender scene's Scale setting (if valid, else 1.0), assuming 1BU = 1m and 1FBX unit = 1cm. Import: * Use by default axes and scale data in FBX file instead of manually specified ones (using same conventions as in exporter). * Also import FPS data from FBX file (crucial for future animations import!). And a few fixes for issues found in those areas as well...
-
Bastien Montagne authored
Rename export_fbx_bin_utils to fbx_utils, since some of its content will be used by importer as well.
-
- May 09, 2014
-
-
Bastien Montagne authored
-
CoDEmanX authored
As suggested by meta-androcto: http://blenderartists.org/forum/showthread.php?336209-ANT-Landscape-generates-terrain-with-incorrect-normals
-
Bastien Montagne authored
Separate all utils and constants definitions into a new export_fbx_bin_utils.py file, helps (a bit :/) to navigate in insanely big export_fbx_bin.py itself!
-
Bastien Montagne authored
FBX export: Huge refactor of 'Model' part of the code, and fix exporting instances when org objects are not selected. 'Model' data (which can be Blender Object, DupliObject or Bone/PoseBone) are now wrapped in an ObjectWrapper class that present the same API in all cases. Hopefully this will make that part of the code easier to follow (and maintain/troublefix). Also made var names a bit more consistent. Note all this makes export slightly slower in worst cases (many actions to check against objects), about 15% it seems. But tha 'export all actions' code need some more attention, maybe it's possible to enhance its performances?
-
Campbell Barton authored
The format is old and each engine seems to have different versions of the spec, which makes it hard to support well.
-
- May 08, 2014
-
-
Bastien Montagne authored
-
Bastien Montagne authored
FBX export: force to write animcurves even when we could avoid it (only one value [feyframe] in it), when exporting actions. Note this is not ideal either, since some non-animated parts might be keyed now... No ideal solution, but in case of actions, probably this is better than not exporting 'static' actions.
-
Bastien Montagne authored
-
Bastien Montagne authored
-
Bastien Montagne authored
-
- May 07, 2014
-
-
Bastien Montagne authored
Note only particles/dupliobjects existing in the current frame will be taken into account. Dev note: the 'object' part of the code becomes really ugly, it will need a serious refactor (probably using some kind of wrapper around Object/Bone/PoseBone/DupliObject), nobody (not even me) will be able to follow this code soon.
-
Bastien Montagne authored
-
Bastien Montagne authored
devide chars by 255, not 256...
-
- May 06, 2014
-
-
Bastien Montagne authored
Export actually works perfectly well, here (Unity probably just does not supports scale in tex mapping...). But importer completely ignored texmap data when working with non-nodal materials - we at least can support offset and scale data here!
-
Bastien Montagne authored
That was not really true, since each strip from NLA would be exported as an animstack already. Supporting 'all actions' feature was in fact a bit hairy, because actions are not linked to objects in Blender (you can assign any action to any object). Did it this way: for all exported objects: for all actions in bpy.data.actions: if action is 100% compatible with object: temp assign this action to the object, and bake animation of this object only into an animstack This does not make great code, but seems to work rather well... Just be sure to not have invalid paths in your actions! ;)
-
Bastien Montagne authored
Rough guess, 2.0 for obj (because of quite heavy changes in it this fall/winter), and 3.0 for FBX (assuming 1.0 = 6.1 exporter, and 2.0 = 7.x importer, makes 3.0 = 7.4 exporter)
-
Bastien Montagne authored
FBX export: do not apply Armature modifiers when we export armature objects, rather than use animation or not!
-
Bastien Montagne authored
FBX export: always copy org (blenddata) matrices (when not done implicitely by e.g. multiplication).
-
Bastien Montagne authored
-
- May 05, 2014
-
-
Campbell Barton authored
-
- May 04, 2014
-
-
Bastien Montagne authored
-
Bastien Montagne authored
-
- May 03, 2014
-
-
Bastien Montagne authored
-
Bastien Montagne authored
Looks like nothing is expected for BindPose nodes here? Anyway, I'd guess those are doublons with cluster data... :/
-
- May 02, 2014
-
-
Bastien Montagne authored
-
- Apr 29, 2014
-
-
Campbell Barton authored
-
Campbell Barton authored
-
- Apr 25, 2014
-
-
Bastien Montagne authored
-
Bastien Montagne authored
Yet another stupid mistake. :/
-